Base Class: Fighter
A clan of orcs charge up a set of stairs, planning to kill or enslave the villagers above, but stop when they have a sense of unnatural fear. Suddenly an elf falls inside of the group, screaming. Some orcs run away, as the warden tears them apart with steel, and rage like a bear protecting her cubs. A human awaits and changes into his stance, and swiftly gives chase to those who ran Finally, he channels his power into his blade, and ends the orcs' life. The Chieftan escapes but runs into a dwarf and cannot move his body as the dwarf closes the distance on him.
Wardens are durable melee fighters who hunt, or guard the outskirts of towns, and cities hunting dangerous animals, and all manner of monstrosities. Over time they gain control over their own soul, and when they find the animal within them, they join an order that trains them to hone and bring the animal out. They can use these powers to shield their comrades from harm, to enhance weapons with magic from their own soul, or even to take another soul's control over their body away from them.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Soulbound Weaponry
Starting at 3rd level, you learn to channel the magic within your soul into your weapons. As a bonus action, you can infuse your melee weapon with soul energy, granting it a +1 bonus to attack and damage rolls for 8 hours. This bonus increases to +2 at 9th level and +3 at 15th level. Once you use this feature, you must finish a short or long rest before you can use it again.
Strengthen Soul
Starting at 3rd level, you brace your soul against the intensity of battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points which last till your next long rest. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Soul Shield
At 7th level, you can use your soul's power to protect yourself and your allies. As a reaction when you or a creature within 5 feet of you takes damage, you can use your soul energy to create a protective shield. Roll a d10 and reduce the damage taken by the result plus your Constitution modifier. You use this feature as many times as is your proficiency modifier, you must finish a short rest before you can use it again.
This increases at level 10th level to 2d10 , 13th level to 3d10, 16th level to 4d10.
Tireless Soul
Starting at 10th level, when you roll initiative and have no uses of Strengthen Soul remaining, you regain one use.
Soulstrike
Starting at 10th level, you can channel your soul energy into a devastating strike. Once per turn, when you hit a creature with a melee weapon attack, you can expend a use of your Soulbound Weaponry to deal an extra 3d8 force damage. This damage increases to 4d8 at 15th level.
Soul Infuse
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Soul Infliction
At 15th level, you can use your knowledge of soul manipulation to harm your enemies directly. As an action, you can make a special melee attack against a creature, forcing it to make a Constitution saving throw against your Warden spell save DC. On a failed save, the target takes 4d10 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Grace of the Soul
Starting at 18th level, your soul radiates aiming to delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Soul Resilience
At 18th level, your connection with your soul reaches its zenith. You gain advantage on all saving throws against spells and other magical effects. Additionally, when you use your Soul Shield feature, you can choose to expend two uses of it to absorb the damage entirely, taking no damage yourself. Your weapon attack also deal an additional 3d8 force damage on every successful hit.